Seriöse Gewinnspiele history and the Influence of IT

Seriöse Gewinnspiele history and the Influence of IT

 

Seriöse gewinnspiele, also known as serious games are those games that are intended for a principal purpose apart from just entertainment, you can find more about that at http://gewinnspielfuxx.de. The use of the adjective “serious” is normally to describe video games used by certain industries such as education, health care, defense, scientific exploration, engineering, etc. The concept behind these types of games shares features with simulation in general, including medical simulation and flight simulation, but overtly highlights the additional instructional values of competition and fun.

The art of using games for educational purposes has been an ongoing practice since the twentieth century. In the 1960’s and 70’s, paper-based educational games were very popular until the start of the Back to Basics teaching program when their influence and popularity started declining. Under the Back to Basic teaching program which kicked off in the 1970s, the government introduced a change in the style of teaching due to the fact that a lot of students were getting very poor scores on standardized tests and taking on too many electives. The aim of the program was to intensity the curriculum while also ensuring that students focused more on writing, arithmetic, and reading.

With the early 2000s came an increase in various kinds of educational games, particularly games targeted at the younger learner. A lot of them weren’t computer-based but adopted the model of other old-fashioned gaming methods both in the hand-held and console formats. LeapPad, a combination of an interactive book and a cartridge, enabled kids relate with a paper-based book and play games at the same time, was launched by LeapFrog enterprises in 1999. Due to the acceptance of old hand-held gaming devices such as the Game Boy from Nintendo, they also launched an integrated arcade-style and cartridge-based gaming system with educational content known as the Leapster in 2003.

Seriöse gewinnspiele are fast growing within the gaming industry and as an area of academic research. There is a lot of research being done in the area of digital serious games with most of them targeting a specific area like health or education.